Cryptex of Time - Exclusive Demo

Miscellaneous Forums/Blitz Showcase/Cryptex of Time - Exclusive Demo

Grey Alien: Some would have never ever spoken to you again after such a list but I am overwhelmed by the time and effort you put into this to improve my game. Lots and lots of thanks!! I will reply to a few of your 'things' here.

1) I am aware of this jerking and am blaming SpriteCandy as I was lazy and used the inbuilt InputText which is reacting this way. I will look into it.
2) I know. This is a compressed vs. alphachannel matter :/ also I try to load as much as possible in the beginning instead of having small loads within the game.. maybe it's better to spread it out ingame more.. opinions?
3) Ill look into it
4) As the music starts much earlier than the clock its hard to know when the game is finished loading and the MainScreen appears. Also, just as I created this demo I decided to try out a new maintheme which is the one you are listening to. Im not sure if it's the best one though.
5) Damn you.. I know about the M's and I hoped noone would try such a stupid name :D you can never cheat can you?
6) Ill look into it
7) Ill look into the sound, shouldnt be more than moving a line of code really. Artwise, we'll see if I have time (read energy) to change sizes.
8) Fading music.. will do. Normal Smoothscroll is used via SpriteCandy. Won't change anything I think.
9) I think it does that when loading doesnt it? Then it kinds of freezing. Still Ive seen it as well and havent got a clue what to do about it :/
10) Coming up
11) Yes, hopefully. Ive stumbled apon problems when loading in the textures again into memory. Is it a total NO NO to tell the player that the changes will appear when restarting the game when it comes to Fullscreen/Windowed???
12) Thanks!
14) The game is run in 1024*768. As you are playing the windowed version, the upper windowborder is taking place and pushes about 15-20 pixels of the window outside at the bottom. Fullscreen would do the trick (or carefully move the window up above the screen). I had to decide between 800*600 or 1024*768 and went with this one.
15) Yes, as you mention it, the treasurescene is not intuitive. Ill change that somehow. Thanks
16) Cant take credit for that one. A friend of mine made 2 pictures including that one.
18) All these edges are due to masking instead of Alphatransparency. Actually I didnt get the alpha to work til about 80% into the project. Then I realized that it just didnt work because I used textured not equally sized (512*512 etc) alphahannel just disappeared but the image still was intact. Lazy as I am, I just moved further and have used the masked pictures ever since. Time to fix it maybe?
19) I will get help with the dialogue which is a good thing. I'm from Sweden and even though I can manage to make myself understood, it's far from perfect :) Thanks for finding some of the mistakes though.
23) Is this even possible in Blitz3D? I will look it up in the forums.. would be a great thing.
26) I wanted people to be aware of the spindles so they wasnt just wasted polygons. Maybe too much then.
28) Hasn't happened here. I will see if I can reproduce it because it's a simple countercheck. If tower is HEIGHTLIMIT-2 then warn. Warning stays until tower drops to HEIGHTLIMIT-4 I think, just so the message doesnt reappear all the time.
29) I should have some better message there but as you said the buttons are small and I just write text ON the buttons so there is not much space to write anything. Thats why everything is: OK, GO, NO, YES, MAIN etc I will fix the mouseover sound. Thanks
30) Other colour on the small dots? Well.. the player will see after just one level.
31) Thats a thing I have discussed with my publisher back and forth. They made me remove the timemeter as it was too much info on screen. Maybe I shouldnt talk about time at all but somehow I want the player to know that they can impact how often the wheels are dropping down.
32) Thanks
33) The Combonumber would actually be a part of a gamemode but it never happened. Is it anything the player would like to see even? Should I just remove it as it doesn't really matter how many gems/cubes you are removing in one rotation.
34) Random spinning works on the first few levels, yes :)
35) No, I havent been able to. But I had a PuzzleMode which we scrapped a few weeks ago where you had only a few spindles and in some amounts of rotations you had to remove all. No time passing and no new wheels dropping down. Unfortunately it wont be in this version.

Once again, I'm grateful for your throughly test and detailed honesty. I have some work to do.